---------------------
                            THE JOSHADAN GALAXY
                             COMPLETE RULE SET
                           ---------------------
                               JULY 14, 2003
                           ---------------------

This rule set combines the Playtest Pack, the Beyond Manixo rules
supplement, and all of the other rules I have written to date.  If you see
a strange system on a Joshadan Galaxy ship that is not in the SFB Basic
Set, SFB Module C1, or this document, look in Donald Miller's Great
Encyclopedia of Systems at:

http://www.smileylich.com/sfb/rules/ges0x/ges0xA.html

This document does not have all of the rules numbered yet.

...Here we go!

[Back to the Rules section]
[On to the SSD section]

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ATJG0.0 - GENERAL INFORMATION
-----------------------------

(ATJG1.0) The Joshadan Galaxy was developed over the course of a year or so
by Josh, Andrew, and myself.  Eventually, I began attempting to put the
ships and technology of the Joshadan Galaxy (as it came to be called) into
a format that was playable with the board game 'Star Fleet Battles'.  This
playtest pack represents only a fraction of what we plan to do here.
 

BTJG0.0 - HOW TO PLAY
---------------------

MEGA-BOXES
The Light Of Doom SSD (and possibly others in the future) have small
diagonal marks on the corner of each box.  These are "mega-boxes", each
representing 10 normal boxes.  For every volley of damage that strikes a
mega-box ship, divide by 10 and drop all fractions to find the number of
mega-boxes destroyed.  For example, if a ship takes 23 normal damage, you
would mark only 2 mega-boxes destroyed.
Ships in mega-box scale have all of their damage amounts divided by 10
already, so you don't have to adjust if two mega-box ships are firing on
each other.  Their power systems are also divided by 10.
(Adapted from Donald Miller's Frequently Asked Questions page.  Donald
Miller invented mega-boxes for his advanced-technology '3X-ships'.)

SHORTHAND ENERGY COSTS
Energy costs can be given in the following format: Turn1-Turn2-Turn3 (Hold).
 

CTJG0.0 - MOVEMENT
------------------

(CTJG1.0) BOLTING

This function allows a nimble ship, a ship of size class 4 or smaller, or a
Rutan ship with Rutan Engine Doubling (HTJG1.0) in effect, to move several
hexes during one impulse.

(CTJG1.1) ENERGY: To bolt, the ship must pay the energy cost needed to move
the desired number of hexes, plus an extra two energy units.
(CTJG1.2) PROCEDURE: Having paid the extra energy, a bolting ship does the
following:
(CTJG1.21) Moves the desired number of hexes without turning.
(CTJG1.22) Remains motionless on the following impulse. (The 'stopping' impulse.)
(CTJG1.23) Resumes traveling at normal speed on the impulse following the
'stopping' impulse.
(CTJG1.3) Bolting ships cannot be fired at while bolting.
(CTJG1.4) EFFECT OF RUTAN ENGINE DOUBLING (HTJG1.0) Rutan ships must have
Rutan Engine Doubling in effect in order to bolt.  Rutan ships with Rutan
Engine Doubling in effect can bolt up to four times during that turn.

ABILITY TO BOLT
A given ship may have "Ability to Bolt (a number of) Hexes" written on its
Data Table.  This indicates that the ship can bolt this number of hexes
twice per turn.  Normal restrictions apply.
See rule (CTJG1.0).
 

DTJG0.0 - COMBAT
----------------

(DTJG1.0) RUTAN BLOSSOM

This combines the effect of a high-energy turn with an alpha strike.

(DTJG1.1) RESTRICTIONS:
(DTJG1.11) A Rutan ship may only blossom once per turn, on any given
impulse.
(DTJG1.12) A blossom takes the place of regular movement over the course of
an impulse.
(DTJG1.13) Weapons fired at a Rutan ship during a blossom impulse scatter
equal damage over all six shields.
(DTJG1.14) After a blossom impulse, the Rutan ship cannot fire weapons
until the next turn.
(DTJG1.15) Rutan ships cannot use Rutan Engine Doubling after a blossom
until the next turn.
(DTJG1.16) After a blossom, Rutan ships cannot bolt for 8 impulses.
(DTJG1.2) PROCEDURE: During a blossom, all weapons, regardless of arc, fire
once toward a selected target.
(DTJG1.3) ENERGY: On a blossom impulse, the Rutan ship must pay an energy
cost equal to:
(DTJG1.31) the energy needed to fire all weapons once.
(DTJG1.32) the energy needed to move six hexes.

CAPTURING THE LIGHT OF DOOM
The Light Of Doom may be captured by overcoming its Autodefense Device and
gaining control of its Targeting Computer, which takes three 'casualty
points' to do.
See the rules on Targeting Computers and Autodefense Devices in the G
(Systems) section of this document.
See rule (D7.0) in the Star Fleet Battles Basic Set for rules on boarding
parties.

BOARDING ROBOTS
These are used by the Computer Empire of Manixo, Karrona, and Surpran
(RTJG5.0).  Treat these as Boarding Parties.
See rule (D7.0) in the Star Fleet Battles Basic Set for rules on boarding
parties.

ERREVIN CRITICAL HITS
For all Errevin ships carrying Antimatter Torpedoes, make the following
adjustments to the rules for Critical Hits:
Instead of 2 six-sided dice, roll 1 twelve-sided die and add this to the
Critical Hits Chart in (D8.2):
Die roll "1" = Torpedo containment is lost in one Cargo space.  Ship takes
damage equal to 3/4 of the maximum damage caused by each torpedo in the box
(round fractions up).
See rule (D8.0) in the Star Fleet Battles Basic Set for rules on critical
hits.
 

ETJG0.0 - DIRECT-FIRE WEAPONS
-----------------------------

(ETJG1.0) ANTIMATTER TORPEDO (AMT)

(ETJG1.1) Launcher Types

(ETJG1.11) Normal Launcher
(ETJG1.111) One AMT of any type may be loaded onto each normal launcher per
turn from either a cargo box or an AMMD (GTJG3.0).
(ETJG1.112) At the start of a scenario, the AMT launchers are already
preloaded with normal AMT's.

(ETJG1.12) Fast AMT Launcher (AMT-F)
(ETJG1.121) This type of launcher is mounted on 'fast torpedo ships'.  One
torpedo may be loaded onto it for normal energy costs on every second
impulse.

(ETJG1.2) Torpedo Types

(ETJG1.21) Normal AMT
(ETJG1.211) LOADING: A normal AMT costs 1/2 point of power to load.
(ETJG1.212) HOLDING: A normal AMT costs no power to hold.
(ETJG1.213) EFFECT: The effect of a normal Antimatter Torpedo is determined
on the AMT Table found on the SSD's of AMT-armed ships and below:

ANTIMATTER TORPEDO TABLE
RANGE  0-3  4-5  6-8  9-14  15-25  26-40  41+
HIT    1-5  1-5  1-4  1-3    1-2     1    MISS
DAMAGE  8    7    6    6      5      5     0

(ETJG1.22) Heavy AMT
(ETJG1.221) LOADING: A heavy AMT costs 1 point of power to load.
(ETJG1.222) HOLDING: A heavy AMT costs 1/2 point of power to hold.
(ETJG1.223) EFFECT: The effect of a heavy Antimatter Torpedo is determined
on the AMT Table found on the SSD's of AMT-armed ships and below:

ANTIMATTER TORPEDO TABLE (HEAVY VARIANT)
RANGE  0-3  4-6  7-10  11-15 16-27 28-50 51-70  71+
HIT    1-5  1-5  1-4    1-4   1-3   1-2    1   MISS
DAMAGE 12   11    11    10    10     9     9    0

(ETJG1.23) Early AMT: Used during the Early period (on the Errevin YCL).
(ETJG1.231) LOADING: An Early AMT costs 1/2 point of power to load.
(ETJG1.232) HOLDING: An Early AMT costs no power to hold.
(ETJG1.233) EFFECT: The effect of an early Antimatter Torpedo is determined
on the AMT Table found on the SSD's of AMT-armed ships and below:

EARLY ANTIMATTER TORPEDO TABLE
RANGE  0-2 3-4 5-6 7-10 10-15 16-20 21+
HIT    1-5 1-5 1-4 1-4   1-3    1   MISS
DAMAGE  6   5   5   4     4     3   0

(ETJG1.3) LOADING RESTRICTIONS:
Both normal and heavy AMTs may be loaded onto any type of launcher.
(ETJG1.31) Early AMT's may only be loaded onto a Normal launcher.
(ETJG1.4) CARGO CAPACITY: One Cargo box can hold 4 AMT's of any type.
Cargo boxes preloaded with AMT's have a small "T" marked in them.
(ETJG1.5) AMMUNITION TRACK: On the SSD's of AMT-armed ships, there is an
AMT ammunition track, which is used like the Drone Rack ammunition track.
It shows the capacity of the ship's launchers, cargo spaces, and AMMDs
(GTJG3.0).

(ETJG1.4) DESTRUCTION: Antimatter Torpedo launchers are destroyed on 'Torp'
hits.

ANTIMATTER TORPEDOES REVISED AND EXPANDED
This section comprises several new rules for Antimatter Torpedoes
(ETJG1.0).

Note: Antimatter Torpedoes always use the true range; never the effective
range.

NEW MODES: Antimatter Torpedoes now have three distinct 'modes' to arm and
fire in.  Such modes must be selected while loading the torpedo into the
launch tube.  Torpedoes can now either be set to explode and damage shields
or react with the hull of a target and cause internal damage.

SHIELD MODE
This mode sets the torpedo to explode upon reaching the target.  Does 3/4
of normal damage against shields, and half the normal damage on internals.

INTERNAL MODE
Torpedoes fired in this mode have no effect on shields and cannot penetrate
shields.  Does standard damage but can only do internals.

KINETIC MODE
In Kinetic Mode, instead of damage lessening over range due to 'burning
off' of the antimatter, maximum damage is kept and the to-hit chance
lessens over range due to slowing down of the torpedo.
Therefore, the amount of damage caused by a torpedo is treated as if the
target was at range 0 (maximum damage), and 1 is added to the die roll if
the true range is greater than 3.

NEW OPTIONS:
BALLISTIC FIRING
In Ballistic Mode, the torpedo can be rigged with any of the above modes
(Shield, Internal, Kinetic) and targeted on a specific hex or in a specific
direction.  Such torpedoes are represented by counters and move two hexes
per impulse.  Any unit of size class 4 or larger that crosses the torpedo's
path runs the risk of being hit by the torpedo.
Use the range the torpedo has travelled as the range to be looked up on the
Antimatter Torpedo Table, then proceed as if the torpedo were direct-fire.
If a Miss occurs, the torpedo will keep going.  Such torpedoes can be
destroyed by 2 points of damage, generating an explosion with strength
equal to the damage caused at that range.

BLANK TORPEDOES
Empty torpedo casings can be created in an AMMD for 1 point of power.
These may be used as buoys (see Torpedoes As Mines) or to transport cargo
(in which case it can be tractored and picked up by another ship).
Also, empty torpedo casings may be loaded into one or more AMT launch tubes
and fired normally.  These do no damage.  A player who fires an empty
torpedo casing during the Fire Direct-Fire Weapons step of an impulse does
not reveal it until the Resolve Direct-Fire Weapons step.

TORPEDOES AS MINES
Antimatter torpedoes can be rolled out of their launch tubes and used as
mines.  These are represented by counters.  When a unit of size class 4 or
larger moves into the torpedo's hex, the situation is treated as if
something had fired that torpedo toward that unit at range 0.
Mine-torpedoes can be rigged with any of the above modes.  They do not
discriminate between friendly and hostile units.  An empty casing may be
used in this way as a buoy.

STORAGE RULE MODIFICATIONS
A Cargo box can now hold 9 torpedoes of any type.  If a Cargo box
containing AMT's is destroyed, the ship carrying the torpedoes now takes
internal damage equal to 3/4 of the maximum damage of all the torpedoes in
the box (round fractions up).

CONVERSION OF OTHER SYSTEMS
Both Photon Torpedoes and Plasma Torpedoes can be converted into Antimatter
Torpedo launchers between scenarios using the same procedure necessary to
repair the system if it was damaged.  Hull spaces or Auxiliary Warp
Reactors can be converted into AMMDs using the same procedure.  Such
systems can of course be converted back.  Only allies of the Errevins or
players that have recently captured an Errevin ship can do this.
 

(ETJG2.0) ERREVIN PARTICLE BEAM (EPB, PB)
(ETJG2.1) FIRING RATE: Arms and fires once per turn.
(ETJG2.2) ARMING: It takes 3 units of warp energy to arm this weapon.
(ETJG2.21) BEAM STRENGTHENING: 1/2 point of energy may be added to increase
the damage scored upon firing by 1.  This effect is cumulative (i.e., 1
point of energy increases the damage by 2, 1 1/2 points of energy increases
the damage by 3, etc.)
(ETJG2.3) EFFECT: The effect of an Errevin Particle Beam is determined on
the Particle Beam Table found on the SSD's of Particle Beam-armed ships and
below:

ERREVIN PARTICLE BEAM TABLE
RANGE  1-4 5-7 8-10 11-14 15-18 19-21 22-25
DAMAGE  7   6   5     4     3     2     1

(ETJG3.0) DESTRUCTION: Errevin Particle Beams are destroyed on 'drone'
hits.

PHASER-1G and PHASER-D
The Phaser-1G is a Gatling version of the Phaser-1.  It costs 2 points of
power to use and fires 4 times per turn.
The Phaser-D is a semi-Gatling version of the Phaser-2.  It costs 2 points
of power to use and fires 3 times per turn.

THE LIGHT OF DOOM: BEAM CANNON
DESIGNATION: Each "Beam Cannon" box on the SSD represents one Beam Cannon.
Each is armed and fired seperately.  These come in groups of five.  Beam
Cannon boxes are destroyed on "Phaser" hits.
ARMING PROCEDURE:
PROCEDURE: The Beam Cannons are fired by the following procedure.  20 units
of energy are allocated for each cannon to be fired.
SOURCE: Energy to fire Beam Cannons can come from any source.
FIRING: Beam Cannons are fired during the Direct-Fire Weapons stage of the
Impulse Procedure.
RATE: A given Beam Cannon may not be fired more than twice per turn.  Each
shot must not be within 1/4 turn (8 impulses) of the last.
HOLDING: An armed Beam Cannon charge can be held from one turn to the next
by allocating 10 units of power to the cannon.
FIRING PROCEDURE
PROCEDURE: Beam Cannons come in groups of five and can destroy units in
their firing range.  To do this, the following procedure is followed:
Subtract the size class of the unit to be destroyed from the number of Beam
Cannons in the array (5).  The resulting number is the number of Beam
Cannon boxes that must be discharged to destroy all the objects in the
firing range which are of that size class or smaller.
All Beam Cannons on a unit fire into the hex row directly ahead of the
firing unit unless otherwise noted.
RANGE: Beam Cannons have a maximum range of 10.
RANGE EFFECTS: At range 10, the Beam Cannon can either hit or miss.  When
an attempt to fire the Beam Cannon at a unit at range 10 is being made, a
die is rolled.  On a die roll of 1-3, the attempt is successful.  On a die
roll of 4-6, the attempt fails and the Beam Cannon's effects only affect
units at ranges of 9 or lower.
EFFECT ON JOSHADAN BUBBLE SHIELDS: A ship with an operating Bubble Shield
can resist the effects of Beam Cannon fire.  A Beam Cannon can hit such a
ship no more than twice per operating Bubble Shield.  After the second hit,
the Bubble Shield is knocked down and must be recharged.
EFFECT ON DIFFERENT SIZE CLASSES: A ship fired at with Beam Cannons of a
size class larger than that which the Beam Cannon pulse is set for takes (S
x 50 x (1.25 x (G - 1))) damage, where S is the size class of the target
ship, and G is the difference between the size of the Beam Cannon pulse and
the size class of the larger ship.  A ship fired at with Beam Cannons of a
smaller size than that which the Beam Cannon pulse is set for
POINT DEFENSE MODE: A given Beam Cannon box may be fired in 'point defense
mode' up to 10 times per turn.  Boxes firing in point defense mode cannot
fire in the normal mode and resolve as type-1 Phasers, except that their
damage amount is multiplied by 2.5 (round fractions up).

PHASER/ENERGY BEAM (PEB)
This is a relatively new weapon used by the Joshadans.
PROCEDURE: Fires once per turn.  Energy Cost = 2.  Does twice the damage of
a Phaser-2.  Treat as a Phaser in other respects.
Destroyed on "Drone" hits.

JOSHADAN STUN BEAMS
This weapon stuns crew units instead of causing actual damage.
Select Short Range or Long Range Mode.
The energy cost for Short Range Mode is 2; the energy cost for Long Range
Mode is 4.
This energy goes into the Phaser Capacitors.
When firing, roll one die and find the 'damage' done as you would do for a
phaser.  That number of crew units is stunned for 2 turns in Short Range
Mode, and 3 turns in Long Range Mode.
Destroyed on: Phaser.  Availability: Joshadan, Errevin.  BPV: 3

ANTIMATTER GUN (AMG)
This weapon is sort of a cross between an AMT, a Drone, and an ADD.  It is
a Direct-Fire weapon.
Each launcher carries six spaces of antimatter projectiles, with 2 reloads.

Fires 3 times per turn and uses the following table (Six-sided die roll):

ANTIMATTER GUN TABLE
RANGE  0 1 2 3 4 5 6
HIT#   6 6 5 5 4 4 3
DMG    3 3 3 3 2 2 1

Energy Cost: 0.  Destroyed on: Drone.  Availability: Kalkli.  BPV: 4

BOLT GUN
The same idea as a Disruptor, only weaker.
Fires 1/turn.  Max Range: 15.  Uses the following table: (1d6)

BOLT GUN TABLE
RANGE    1   2-3  4-5  6-8  9-12 13-15
HIT     1-5  1-4  1-4  1-3  1-2    1
DAMAGE   4    3    2    2    1     1

Energy Cost: 1.  Destroyed on: Torp.  Availability: Early Joshadan, Early
Rutan.  BPV: 3.
 

FTJG0.0 - SEEKING WEAPONS
-------------------------

ALP FIREBALL TORPEDO (FBT)
These are somewhere between Drones, Plasmas, and Antimatter Torpedoes.
Arming cost: 3-2 (2).
When launched, they will pursue (F2.0) their target until they get to range
1.
When they are at range 1 of their target, they will explode.  Damage is
calculated by the following procedure:

ALL Units at range 0   1   2   3   4  5   of the exploding torpedo
    take           15  10  7   4   2  0   damage.

These weapons can be targeted on ships, bases, drones, and monsters, but
not plasma torpedoes.  They do a 'splash' effect of half the damage (round
up) striking the two adjacent shields.  They can be stopped with the Drone
and Plasma functions of both J-Sen and J-Scan.
Destroyed on "Torp" hits.
 

GTJG0.0 - SYSTEMS
-----------------

(GTJG1.0) HOLO-LASER
(GTJG1.1) BACKGROUND: The Hololaser was developed by the Joshadans.  The
Hololaser produces a burst of self-cohesive energy that can either hit or
miss the target.  If it hits, it does immediate damage.  If it misses, the
self-cohesive energy stays in the target's hex like a mine until struck by
a passing unit.
(GTJG1.2) CHARGING: A Hololaser takes 1 point of power to charge.  An
overloaded Hololaser takes 1+1/2 points of power to charge.
(GTJG1.3) FIRING RATE: A Hololaser fires once per turn.
(GTJG1.4) EFFECT: The effect of a Hololaser is judged on the Holo-Laser
table found on the SSD's of Hololaser-armed ships and below.  The tables
use two dice.  If the die roll is less than or equal to the Hit number, the
weapon hits.

HOLO-LASER TABLE
RANGE   0   1-3 4-6 7-10 11-15 15-17 18-20 21+
HIT#    NA  10   9   8     7     6     5   4
DAMAGE  NA  10   9   9     8     8     7   7
O/L DMG NA  20  18   18    16    16    14  14

SHUTTLE HOLO-LASER TABLE
RANGE  0  1-3 4-6 7-10 11-15
HIT#   NA 10   9   8     7
DAMAGE NA  6   5   4     3

(GTJG2.0) DESTRUCTION: Holo-Lasers are destroyed on "drone" hits.

(GTJG3.0) ANTIMATTER TORPEDO MANUFACTURING DEVICE (AMMD)
This system manufactures Antimatter Torpedoes.

(GTJG3.1) NORMAL AMT CONSTRUCTION: For every 2 points of power allocated to
a given AMMD box, 1 normal AMT may be made per turn per box.  The player
should mark a "B" or some other convenient mark in the AMMD box to indicate
that an AMT is under construction.

(GTJG3.2) HEAVY AMT CONTRUCTION: For every 3 points of power allocated to a
given AMMD box, 1 heavy AMT may be made per turn per box.  The player
should mark an "H" (or some other convenient mark) in the AMMD box to
indicate that a heavy AMT is under construction.

(GTJG3.4) STORAGE: At the end of the manufacturing turn, the torpedo is
transferred to a Cargo box.
(GTJG3.41) A Cargo box can hold 4 AMT's of any type.
(GTJG3.42) DESTRUCTION AND EXTRA DAMAGE: AMMD's are destroyed on "Lab"
hits.
(GTJG3.43) If a Cargo box containing AMT's is destroyed, add 2 points of
extra damage to the destroying volley.  This effect is cumulative.

(GTJG5.0) DEFLECTOR SHIELD
(GTJG5.1) This shield deflects energy from direct-fire weapons back at the
firing ship.
(GTJG5.2) ENERGY: Costs 2 energy units to activate.
(GTJG5.3) DURATION: Stays activated for 1 turn.
(GTJG5.4) DESTRUCTION: This shield generator is destroyed on "Sensor" hits.
(GTJG5.5) PROCEDURE: The procedure for whatever weapon struck the Deflector
Shield is done over again with the firing ship as the new target, except
with the Range multiplied by 2.
(GTJG5.6) EFFECT OF OTHER WEAPONS
(GTJG5.61) DRONES: Deflector Shields cause drones to self-destruct upon
impact.  The Deflector Shield-equipped ship suffers no damage.
(GTJG5.62) PLASMA TORPEDOES: Deflector shields cause plasma torpedoes to
disintegrate upon impact.  The Deflector Shield itself is knocked down by a
plasma warhead strength of 10 or more.  The Deflector Shield-equipped ship
suffers no damage.
(GTJG5.63) ESGs: Deflector Shields cause ESG damage to be reflected back
onto the ESG-armed ship.  The Deflector Shield itself is knocked down by an
impact with an ESG of radius 1 or less.  The Deflector Shield-equipped ship
suffers no damage.

(GTJG6.0) BUBBLE SHIELD
(GTJG6.1) This creates a short-lived impenetrable shield.
(GTJG6.2) ENERGY: Costs 1 energy unit to activate.
(GTJG6.3) DURATION: Stays activated for 1 turn.
(GTJG6.4) DESTRUCTION: This shield generator is destroyed on "Sensor" hits.

(GTJG7.0) STEEL SHIELD
(GTJG7.1) Creates an extra shield around a ship.  This extra shield is
shown on the SSDs of Steel Shield-equipped ships.
(GTJG7.2) ENERGY: Costs 1 energy unit to activate.
(GTJG7.3) DURATION: Stays activated for 2 turns.
(GTJG7.4) DESTRUCTION: This shield generator is destroyed on "Sensor" hits.

(GTJG8.0) YAKA BOXES
(GTJG8.1) YAKA boxes represent shipboard restaurants.
(GTJG8.2) YAKA boxes are destroyed on "Flag Bridge" hits.

ADVANCED HOLO-LASER (AHL)
Advanced Holo-Lasers work just like the Holo-Lasers found in (GTJG1.0)
except for the following:
They have their Hit number raised by 1.
They do 50% more damage.  Both of these items are reflected on their chart.
They take 2 points of power to charge for 1 turn.  They are not overloaded,
but 'boosted' like a Particle Beam in (ETJG2.21).  Every extra 1/4 point of
power applied while charging raises the damage rating by 2.

PHASER SPHERE (PHS)
The Joshadan version of an ESG.  Certain Joshadan ships can project these
from special emitters on their hulls.
Energy Cost = 4-2. Can be held via rolling delay.
When activated, all units at range 1 take damage equal to that of a
Phaser-2 at range 1 on the shield facing the projecting ship.  (It is as if
a Phaser-2 is being fired at all ships at that range.)
After the projecting ship has taken 5 damage, all units at range 2 take
damage as above.
Continue with this process until the sphere reaches range 6, when the
effect shuts down.
Destroyed on "Auxiliary Control" hits.

JOSHADAN GALAXY SPECIAL SENSORS (SEN, J-SEN)
INTERFERENCE FUNCTION: This system can make a given ship add 1 to all its
weapon rolls.  Only 2 Special Sensor boxes may be used on a given target in
this way.
INFORMATION FUNCTION: This system can act as 5 Lab boxes with 2 subtracted
from their range.  Special Sensors used in this way have their information
resolved seperately from regular Labs and Special Scanners.
DRONE FUNCTION: This system can have a 50% chance of stopping enemy Drones.
- For 3 points of power, all of the above functions can be used.  For 2
points of power, all of the above except the Interference Function can be
used.  For 1 point of power, only the Drone function can be used.
Destroyed on "Torp" hits.

JOSHADAN GALAXY SPECIAL SCANNERS (SCAN, J-SCAN)
HONE FUNCTION: This system can make the ship it is carried on subtract 1
from all of its weapon rolls.  Only 2 Special Scanner boxes may be used in
this way.
INFORMATION FUNCTION: This system can act as 10 Lab boxes with 3 subtracted
from their range.  Special Scanners used in this way have their information
resolved seperately from regular Labs and Special Sensors.
PLASMA FUNCTION: This system can have a 50% of stopping enemy Plasma
Torpedoes.
- For 3 points of power, all of the above functions can be used.  For 2
points of power, all of the above except the Hone Function can be used.
For 1 point of power, only the Plasma function can be used.
Destroyed on "Drone" hits.

ALP OVERRIDE AND CONTROL DEVICE (OCD)
This is an ALP system that can take control of seeking weapons and/or
interfere with the computer systems of enemy ships.
A given OCD box may only use two of the functions listed below:

  1. A given OCD box can take control of Drones for an energy cost equal to
     (R x 1.5) where R is the Drone's range.
  2. A given OCD box can take control of Plasmas for an energy cost equal
     to (R x 2) where R is the Plasma's range.
  3. A given OCD box can make an enemy ship add 2 to its lock-on rolls for
     an energy cost equal to (R - S + 2) where R is the range of the ship
     and S is the size class of the ship.  This effect is cumulative.
  4. A given OCD box can make an enemy ship add 2 to all its weapon rolls
     for an energy cost equal to (R - (S x 1.5)) where the values of R and
     S are as above.  This effect is cumulative.
  5. When an enemy ship decides to turn, an OCD box can make it turn in the
     opposite direction to the direction intended.  To accomplish this, a
     die is rolled.  If the result is "6" or greater, this has ocurred.  An
     ALP ship can expend energy to increase the number rolled as follows:
     Every 2 points of energy put into the OCD box will increase the die
     roll by 1.  This is cumulative.
  6. OCD boxes can, for energy equal to (E + R / 2), make weapons on any
     other ship fire at any vessel, even one that is allied to the ship
     firing weapons.  E is the energy cost of the weapon being fired and R
     is the range to the other ship (round fractions up).

Destroyed on "Auxiliary Control" hits.

RUTAN OPTIONAL SYSTEMS (OPT, NWO)
Some Rutan ships have boxes marked "OPT" or "NWO" on their SSDs.  These are
'Option Mounts'.  OPT can house either weapons or general systems; NWO can
only house general systems.  Add the Cost of each system to the ship's
BPV.  Players are expected to use reasonable selection for their Optional
Systems.  (If no one does, give the ship an allowance to spend on its
option mounts equal to 1/10 of the ship's BPV.)
SEE THE LIST OF SYSTEMS AVAILABLE FOR RUTAN OPTION MOUNTS.
See also (G15.4).

THE LIGHT OF DOOM - SPECIAL RULES
These rules dictate what the Light Of Doom's targeting computer does.
When a unit of size class 5 or larger comes within 15 hexes, the Light of
Doom will rotate (1 hex-side per impulse) to face the target.
When that unit comes within 10 hexes, the Light Of Doom will wait for 1/8
turn (4 impulses).  If the unit comes closer during that time, the Light
will fire its Beam Cannons.
If the unit does not come closer, but remains within 10 hexes until the end
of the 4-impulse period, the Light will fire.
If the unit is greater than 15 hexes away, targeting lock is lost and the
Light stops rotating.
The Light will respond to a shuttle or at least 5 drones as a worthy
target.

COMPUTER UNITS
Onboard computers for Computer-Empire ships.  Treat as Crew Units.
See (G9.0) in the SFB Basic Set for rules on Crew Units.

POWER DISTRIBUTOR (PD)
Distributes power on ships from the region of the Computer-Empire.
Destruction of this system results in the loss of Energy Allocation for
everything except movement.
Destroyed on the very last "Bridge" hit.

OSMOTIC ARMOUR (O-ARM)
Absorbs energy from weapon systems.  For each weapon hit, this system
absorbs power from weapons that strike the ship.  Treat as normal Armour in
other respects.  Use this table to determine how much energy is absorbed:

OSMOTIC ARMOUR TABLE
Range            0-5  6-10  11-15  16-20
Energy Absorbed  E-1  E-3    E/2    E/3

where E is the total energy cost of the weapon fired.

TARGETING COMPUTER
The system the Light Of Doom uses to select targets.  If this is destroyed,
the Light Of Doom loses its ability to lock on to and fire at targets.
Destroyed on "Auxiliary Control" hits.

AUTODEFENSE DEVICE
The system the Light Of Doom uses to defend against intruders.  Takes three
'casualty points' to overcome.  If a Boarding Party becomes active on the
Light Of Doom, use the following table:

Die Roll  Result
  1-2     Boarding Party is stunned until this impulse next turn
  3-4     Boarding Party is transported back to the ship from which it came
  5-6     Boarding Party remains active
Destroyed on "Flag Bridge" hits.

BUBBLE SHIELD RULE MODIFICATIONS
(Modified GTJG6.1) This shield is not impenetrable, just very strong.
(Modified GTJG6.2) ENERGY: The Bubble Shield now costs 4 units of energy to
activate.
DEACTIVATION: The Bubble Shield can be knocked down by either ramming,
impact with a unit of size 4 or larger, or impact with a planet, asteroid,
black hole or star.

STINKY FOOD UNITS (Adapted from the Yaka Merchant Cruiser rules)
These are used on Yakashuttles or along with boarding parties.  Each Stinky
Food Unit causes 3 enemy boarding parties to spontaneously surrender.  5
Stinky Food Units can be transported with one transporter action.
ALP Boarding Parties are immune to these.

REPEL
Twice per turn, a REPEL box can attempt to stop an incoming Direct-Fire or
Seeking weapon.
A die is rolled when making an attempt: if the die roll is 1-3, the attempt
is successful and the weapon does not hit.  If the die roll is 4-6, the
attempt is unsuccessful and the weapon hits.
Energy cost: 1/2 per attempt.  Destroyed on: Lab.  Availability: Kalkli.
BPV: 7

SEMI-CLOAK
Acts as a Cloaking Device, except:
To remain fully cloaked, a Semi-Cloaked ship cannot move or fire weapons.
If a Semi-Cloaked ship moves, other ships will know its location and
direction, and can gain a weapons lock with Range +2.
Stopped ships (at speed 0) under Semi-Cloak have their position and
direction recorded, and their counters removed from the board.
To engage Semi-Cloak, a ship must pay 10 energy.  Availability: Kalkli.
BPV: 10.

REPRODUCING COMPUTER SHIPS; FAB and WORKS
FAB (fabrication devices) and WORKS (mining equipment) appear on Computer
ships when the ship is ready to 'reproduce', i.e. build another ship.  This
procedure consists of building on lots of new pods and pod connections,
then breaking them off of the original hull components.

COMPUTER SHIP POD CONNECTIONS
Connections between the hull pods of a Computer ship can now vary.
A connection with nothing in it permanently fastens two pods together.
A black connection box with a white triangle in it is an 'expansion port'
where a new pod can be attached or built.
A white connection box with a black triangle in it is a 'breakaway'
connection where a pod has been constructed and can seperate as part of a
new ship.
Connection boxes are not destroyed in combat and do not affect BPV.

SPARE PART (SP)
During a scenario, a Spare Part box can 'emulate' one box of any system
that is damaged.  This lasts until the damaged system is repaired.
Spare Part boxes are destroyed on the same hits as the systems they are
emulating.  For example, if a Spare Part box is emulating a LAB, then it
will be destroyed on 'Lab' hits.
Availability: Computer.  BPV: 10
 

HTJG0.0 - POWER
---------------

(HTJG1.0) RUTAN ENGINE DOUBLING

(HTJG1.1) This system enables a Rutan ship to:
(HTJG1.11) halve its movement cost, although at a cost of an increased turn
mode.  The increased turn mode is shown on the Rutan ship's SSD.
(HTJG1.12) double the firing rate of all weapons.
(HTJG1.13) "bolt" (CTJG1.0) up to four times per turn.
(HTJG1.2) A Rutan player would declare if he or she is using Rutan Engine
Doubling during the Energy Allocation Phase of a turn.

ENHANCED WARP REACTORS (A2WR)
These are labeled on SSDs as A2WR.  They are treated as AWRs (Auxiliary
Warp Reactors) except that each box produces 2 points of power.

ENHANCED WARP ENGINES (WARP-2)
These are labeled on SSDs as L/R/C WARP-2.  They are treated as normal Warp
engines except that each box produces 2 points of power.

ANTIMATTER CONTAINMENT SYSTEMS
Errevin ships must pay 1 point of power per turn to keep their antimatter
containment systems online.  If this power is not allocated, all antimatter
aboard ship loses containment and the ship is destroyed.
 

JTJG0.0 - SHUTTLES
------------------

ALP YAKASHUTTLE
Yakashuttles operate by the following procedure:
When a Yakashuttle is released, it will pursue (as a seeking weapon) its
target at a speed of 10 until it reaches the target's hex.  Upon entering
the target's hex, it will dock onto the target (even if the target is
unwilling) and unload 6 Stinky Food Units into it.  The presence of a
Yakashuttle adds 3 to the effective range of all weapons fired by the
attached ship and doubles its turn mode.  When a ship with a Yakashuttle
attached decides to turn, it has a 50% chance of going in the opposite
direction to the direction intended.  It is treated as a shuttle in all
other respects.
Yakashuttles are identified by the word "YAKA" in the NOTES cell in the
Shuttlecraft header and the letter "Y" in their box.

JOSHADAN SCIENTIFIC INVESTIGATION SHUTTLES
These are treated as fighters, except that they carry no weapons.  They
instead have 1 Special Sensor and 7 Labs.  They have a speed of 16 and can
bolt 3 hexes.

RTJG0.0 - RACES, BACKGROUND
---------------------------

(See the Ship Reference Document for ships.)

(RTJG1.0) THE JOSHADAN ALLIANCE
The Joshadans are patriotic and idealistic, in addition to being peaceful.
They are allied with the Errevins, whom they once fought a short war with
(actually a Rutan ruse).  The Joshadan motto is 'Calkh Fisor Ganoli'
(Ensure Human Rights).  They use many different types of weapons, in
addition to several new types of shields; the Deflector shield, the Steel
shield, and the impenetrable Bubble shield.
Joshadan counters are red on a light blue background.

(RTJG2.0) THE REPUBLIC OF ERREVIN
The Errevins, former enemies and longtime allies of the Joshadans, are
descended from the Lagogny and Kalkli nations on their planet, Natara.
They are peaceful and scientifically minded, and it is only with great
reluctance that they adapted their ships for war; primarily, defense.
Some Errevin captains will fire on any ship that starts an unprovoked
attack.  The crews of Errevin ships are made up of Errevins, Lagogny,
Kalklis, and sometimes a few Joshadans.
Errevin counters are blue on a green background.

(RTJG3.0) THE RUTAN STAR SYSTEM
The Rutans are from a Joshadan colony world which has since lost touch with
the home system.  When the Joshadans came to check on their 'lost colony',
the Rutans, developing under harsh conditions, believed the exploratory
mission was a prelude to invasion and tried to fight back.
The Rutans should NOT be portrayed as faceless hostiles; they are a rather
paranoid people who believe that the Joshadan Alliance is out to get them.
They would view the Light Of Doom as a weapon that the Joshadans and
Errevins might replicate to use against them.
Rutan counters are purple on a black background.

(RTJG4.0) THE ALP REPUBLIC
The ALP Republic occupy a section of space somewhere beyond the Rutans and
can be best described as erratic.  They have built their ships to disable
or destroy any threat.  They employ Gatling versions of the Phaser-1 and
Phaser-3, plus Disruptors, C-drones, and ESGs.  They developed the powerful
Fireball torpedoes, seeking weapons which explode close to their targets
and scatter damage in a radius of 4 hexes.  They also use the
tongue-in-cheek Yakashuttle, which is based on a concept created by a
little-known member planet in the Joshadan Alliance.
ALP counters are light blue on a brown background.

(RTJG5.0) THE LIZMARAINIAN SECLUSION
This rule number has been reserved for the Lizmarainian Seclusion, an enemy
of the Errevins.  There are no ships designed for the Lizmarainians so far.

(RTJG6.0) THE COMPUTER EMPIRE (MANIXO, KARRONA, SURPRAN)
These three planets are the most notable centres of an empire of machines
thought to rule half the galaxy.

The prime battle tactics of the Computer ships are:

  1. Start by attacking the most immediate threat and work down toward the
     smallest.
  2. Use the strongest weapons on the weakest shield (Hence their use of
     the Hellebore torpedo.  This ties into Tactic #3.)
  3. Use the Mizia Tactic whenever possible.
  4. Be logical.

The Computer ships have been given and operate under the following
directives:

  1. Explore the galaxy.
  2. Deal with threats to the accomplishment of Directive #1 in the manner
     judged to be most appropriate.
  3. Deal with threats to yourself in the manner judged to be most
     appropriate.
  4. Deal with threats to your allies in the manner judged to be most
     appropriate.
  5. When possible, enhance yourself.
  6. When possible, build new ships.
  7. Obey any further instructions or directives given by the 'Makers'.

(RTJG8.0) THE MAKERS
(Data to be released in the Beyond Manixo campaign.)
 

(STJG0.0) - SCENARIOS
---------------------

JOSHADAN OPTION MOUNTS
In the Beyond Manixo campaign, the Joshada has been refitted with Option
Mounts in its side pods.  Between scenarios, any of the systems listed
below may be installed in these.  The crew will have a 'resource base'
of 20 BPV points to spend on refitting; the total cost of the installed
systems may not exceed the resource base.  Uninstalling a system in the
Option Mounts will add the cost of the system being uninstalled to the
resource base.  (In short, these are treated somewhat like Rutan Option
Mounts)

LIST OF SYSTEMS AVAILABLE TO THE JOSHADA'S OPTION MOUNTS

SYSTEM                    ABBREV.   COST  NOTES
Antimatter Torpedo Tube   AMT       0.8   *
Disruptor                 DISR      1.6
Drone-B                   DRN       2
Fireball Torpedo          FBT       2.8   Only if one is available from the ALPs.
Fusion Beam               FUS       0.8
Grappler                  GRAP      0.6
Hellebore Cannon          HB        3.2   Only if one is captured from the Computers.
Holo-Laser                HL        2
Impulse                   IMP       1.2
Lab                       LAB       0.8
Particle Beam             PART      2     *
Phaser-1                  PH-1      0.8
Phaser-1G                 PH-1G     3.2   Only if one is available from the ALPs.
Phaser-2                  PH-2      0.6
Phaser-3                  PH-3      0.4
Phaser-D                  PH-D      1.6   Only if one is captured from the Computers.
Phaser-G                  PH-G      1.2   Only if one is available from the ALPs or
Photon Torpedo            PHOT      2     captured from the Computers.
Plasma-D                  PL-DL     1.2
Plasma-G                  PL-G      4
Plasma-S                  PL-S      6
Prb Launcher w/5 Probes   PRB       0.6
Special Scanner           SCAN      8
Special Sensor            SEN       4
Tractor Beam              TRAC      0.6

* In the case of Errevin weapons, an Errevin ship must be present to help
the crew build one.  In the case of Antimatter Torpedoes, the Errevins must
also load a number of torpedoes into the Joshada's CARGO spaces.  As an
Antimatter Torpedo-carrying ship, the Joshada will then be vulnerable to
the same weaknesses as Errevins (i.e. extra damage when torpedo-carrying
spaces are destroyed, loss of antimatter containment, etc.)

LIST OF SYSTEMS AVAILABLE TO RUTAN OPTION MOUNTS

SYSTEM                   ABBREV.   COST
Aft Hull                 A HULL    0.4
AM Manufacturing Device* AMMD      3.2
Antimatter Torpedo Tube* AMT       0.8
Aux Impulse Reactor      AIR       1
Aux Power Reactor        APR       0.8
Aux Warp Reactor         AWR       1.2
Battery                  BTTY      0.6
Bubble Shield*           N/A       16
Cargo                    CARGO     0.6
Centre Hull              C HULL    0.6
Deflector Shield*        N/A       16
Disruptor                DISR      1.6
Drone-A                  DRN       1.6
Drone-B                  DRN       2
Drone-C                  DRN       2
Exp. Sphere Generator    ESG       3.2
Fighter Bay              FTR       0.8
Ftr Bay + Launch Tube    FTR       1
Fireball Torpedo*        FBT       2.8
Forward Hull             F HULL    0.4
Fusion Beam              FUS       0.8
Grappler                 GRAP      0.6
Hellebore Cannon         HB        3.2
Holo-Laser*              HL        2
Impulse                  IMP       1.2
Lab                      LAB       0.8
Particle Beam*           PART      2
Phaser-1                 PH-1      0.8
Phaser-1G*               PH-1G     3.2
Phaser-2                 PH-2      0.6
Phaser-3                 PH-3      0.4
Phaser-D                 PH-D      1.6
Phaser-G                 PH-G      1.2
Photon Torpedo*          PHOT      2
Plasma-D                 PL-DL     1.2
Plasma-G                 PL-G      4
Plasma-S*                PL-S      6
Prb Launcher w/5 Probes  PRB       0.6
Rear Hull                R HULL    0.4
Security Station         SCTY      0.8
Shuttle Bay              SHTL      0.8
Special Scanner          SCAN      8
Special Sensor           SEN       4
Tractor Beam             TRAC      0.6
Transporter              TRAN      0.6
Yaka                     YAKA      0

*Only if one of these has been captured.

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